Perception determines Sequence, ranged combat distance modifiers and the starting level of First Aid, Doctor, Lockpick, and Traps. It may also open new dialogue options and the player character placement in random encounters.

Perception determines Sequence, ranged combat distance modifiers and the starting level of First Aid, Doctor, Lockpick, and Traps. It may also open new dialogue options and the player character placement in random encounters.

Perception determines the initial level of Explosives, Lockpick and Energy Weapons. It also determines the detection radius, i.e. how close you need to be to a hostile creature or character for them to show up on the compass.

Perception can also provide additional dialog options with some NPCs, such as Moira Brown, Mel and Machete.

Perception determines the initial level of Explosives, Lockpick and Energy Weapons. It also determines the detection radius, i.e. how close you need to be to a hostile creature or character for them to show up on the compass.

With the absence of skills, Perception now directly affects accuracy in V.A.T.S., as well as base pickpocketing and lockpicking skills. Enemies no longer appear on the player's compass unless they're aware of their presence ([CAUTION] alert while in Stealth) or actively trying to attack the player ([DANGER] in Stealth). Friendly NPCs never appear on the player's compass.

This is the ability to perceive the environment and notice things that others might miss. It is a combination of the individual’s senses, including touch, sight, taste, smell and hearing. This attribute factors strongly into a character’s ability to notice unusual things about the environment. Magic Wielders use this ability to understand their spirit, so Mana is partially determined by this attribute.[1]

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